![]() I have long sought a game (any game) that implements something where once you are far enough along in experience and skills, you are actually prompted to consider apprenticing in a class that suits where you character is at. I have never liked being forced to choose a class early as there is never enough understanding of the implications, which makes costs/penalties for changing seem arbitrarily unfair. Again, this is hard to do any time AFTER starting, though. I have sometimes pondered what Wurm would be like with races (for fantasy races, Tolkien is always my go-to guy, but SRD and REF have both had good Tolkien-derivative systems). This would still not be classes as such, but specializations. The problem is, this wouldn't work for Wurm because it would have to have been in place right from the very beginning. Skill gain beyond say 80 in one "area" might come at a cost of skill in the opposing one. For instance, excellent skills in heavy two-handed tools and weapons (pickaxe, heavy maul, huge axe) might be considered incompatible with excellent skills in light high-speed high-dexterity weapons and tools (short and long swords, staff, knives). One way that I could see "classes without classes" could be to have some high skills limit other skills. the classic transfer all the water from one bucket to another one cup at a time - or from barrel to another one bucket at a time). Re-interpret that as in depth study and consideration, including some repetitive practice, and it could be kind of akin to imping or archeology in some fashion. Part of it is because of the particular interpretation of mediation - i.e. While I don't really understand all the issues regarding priests, I do get the "meditation is boring" complaint. At present it seems to be trying to straddle the divide. I think that Wurm really should be either class based or class-free. Here are my scattered thoughts semi-related to this. I think it's our best shot at retaining more new players, and getting previous players to return, all without sacrificing any of our current playerbase.Ĭredit to being persistent in making an important point, despite huge resistance from those who don't want to be forced out of the game. TOS SHOWHIDE BUFFS FULLPlease share your thoughts on the matter how you foresee it could affect your gameplay, how you believe it could be implemented fairly.īut either way, it can be programmed as-if a full character class in its own right, and tested alongside the classic build, so that skill gain rate is directly equivalent, but the way the skill is gained can be completely different and fresh. I'm not sure whether this should be across the board that all skillgains for that account require active movement - a true new character class that one opts into as an account choice with massive penalties for changing, as with priest-class - or whether one should have a choice about which which skills one desires to skill actively, as opposed to classically. There is a long history in this forum of complaining about meditation being too boring. Sitting-still meditation and active-movement meditation. So, after deep consideration, and against all established convention, I'm (re?)suggesting a new division of playstyle. Consequently, we lose players who want action-all-the-time to other games. PvE was introduced by popular demand and has become a culture in its own right, with a long and unique history. This is also true on PvP, because the population always drops again after the initial new-lands-rush and thus, PvP servers need alts.īut it's too late to fix this. Now people make alts because there isn't a need on PvE for a massive number of full-time combatants that also serve as a combat-downtime labour force - mining, digging, woodcutting and paving. The introduction of PvE broke the priest-crafter relationship. Priest-class catered to a player that spent most of their time fighting, and the crafter community supported this relationship in a balanced way - crafters had a rich game, but needed enchantments to buff their skilling, and priests needed crafters to improve their fighting gear. Priest mains are a niche market, and when Wurm was conceived (meaning before PvE was invented) it made sense. People who have quit the game, and people who still play, but feel forced to play other games at-the-same-time because Wurm is not exciting enough to hold their attention for long. I've given this a lot of thought, and although I'd not use it myself, I know people who would. ![]()
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